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CR and percent decoding
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4 changed files with 14 additions and 14 deletions
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@ -1380,8 +1380,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
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/*@jsdoc
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* The <code>"Web"</code> {@link Entities.EntityType|EntityType} displays a browsable web page. Each user views their own copy
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* of the web page: if one user navigates to another page on the entity, other users do not see the change; if a video is being
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* played, users don't see it in sync. Internally, a Web Entity is rendered as a non-repeating, upside down texture, so additional
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* transformations may be necessary if you reference a web entity texture by UUID. It has properties in addition to the common
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* played, users don't see it in sync. Internally, a Web entity is rendered as a non-repeating, upside down texture, so additional
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* transformations may be necessary if you reference a Web entity texture by UUID. It has properties in addition to the common
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* {@link Entities.EntityProperties|EntityProperties}.
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*
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* @typedef {object} Entities.EntityProperties-Web
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@ -254,7 +254,7 @@ NetworkTexturePointer TextureCache::getTexture(const QUrl& url, image::TextureUs
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if (url.scheme() == RESOURCE_SCHEME) {
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return getResourceTexture(url);
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}
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QString decodedURL = url.toDisplayString(QUrl::FullyDecoded);
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QString decodedURL = QUrl::fromPercentEncoding(url.toEncoded());
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if (decodedURL.startsWith("{")) {
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return getTextureByUUID(decodedURL);
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}
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@ -40,7 +40,7 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
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* If a procedural material contains a vertex shader, the bounding box of the material entity is used to cull the object to which the material is applied.
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* @property {string} fragmentShaderURL - A link to a fragment shader. Currently, only GLSL shaders are supported. The shader must implement a different method depending on the version.
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* <code>shaderUrl</code> is an alias.
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* @property {string[]} channels=[] - An array of input texture URLs or entity IDs. Currently, up to 4 are supported. An entity ID may be that of an Image or a Web entity.
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* @property {string[]} channels=[] - An array of input texture URLs or entity IDs. Currently, up to 4 are supported. An entity ID may be that of an Image or Web entity.
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* @property {ProceduralUniforms} uniforms={} - A {@link ProceduralUniforms} object containing all the custom uniforms to be passed to the shader.
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*/
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@ -150,13 +150,13 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseMaterialF
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* @property {number|string} scattering - The scattering, range <code>0.0</code> – <code>1.0</code>.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} emissiveMap - The URL of the emissive texture image, or an entity ID. An entity ID may be that of an
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* Image or a Web entity. Set to <code>"fallthrough"</code> to fall through to the material below.
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* Image or Web entity. Set to <code>"fallthrough"</code> to fall through to the material below.
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* <code>"hifi_pbr"</code> model only.
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* @property {string} albedoMap - The URL of the albedo texture image, or an entity ID. An entity ID may be that of an Image
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* or a Web entity. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code>
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* or Web entity. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code>
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* model only.
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* @property {string} opacityMap - The URL of the opacity texture image, or an entity ID. An entity ID may be that of an Image
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* or a Web entity. Set the value the same as the <code>albedoMap</code> value for transparency.
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* or Web entity. Set the value the same as the <code>albedoMap</code> value for transparency.
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* <code>"hifi_pbr"</code> model only.
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* @property {string} opacityMapMode - The mode defining the interpretation of the opacity map. Values can be:
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* <ul>
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@ -192,25 +192,25 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseMaterialF
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* both.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} metallicMap - The URL of the metallic texture image, or an entity ID. An entity ID may be that of an
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* Image or a Web entity. You can use this or <code>specularMap</code>, but not both.
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* Image or Web entity. You can use this or <code>specularMap</code>, but not both.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} specularMap - The URL of the specular texture image, or an entity ID. An entity ID may be that of an
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* Image or a Web entity. You can use this or <code>metallicMap</code>, but not both.
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* Image or Web entity. You can use this or <code>metallicMap</code>, but not both.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} normalMap - The URL of the normal texture image, or an entity ID. An entity ID may be that of an Image
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* or a Web entity. You can use this or <code>bumpMap</code>, but not both. Set to <code>"fallthrough"</code> to fall
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* or Web entity. You can use this or <code>bumpMap</code>, but not both. Set to <code>"fallthrough"</code> to fall
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* through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} bumpMap - The URL of the bump texture image, or an entity ID. An entity ID may be that of an Image
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* or a Web entity. You can use this or <code>normalMap</code>, but not both. Set to <code>"fallthrough"</code> to
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* or Web entity. You can use this or <code>normalMap</code>, but not both. Set to <code>"fallthrough"</code> to
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* fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} occlusionMap - The URL of the occlusion texture image, or an entity ID. An entity ID may be that of
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* an Image or a Web entity. Set to <code>"fallthrough"</code> to fall through to the material below.
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* an Image or Web entity. Set to <code>"fallthrough"</code> to fall through to the material below.
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* <code>"hifi_pbr"</code> model only.
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* @property {string} scatteringMap - The URL of the scattering texture image, or an entity ID. An entity ID may be that of an
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* Image or a Web entity. Only used if <code>normalMap</code> or <code>bumpMap</code> is specified.
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* Image or Web entity. Only used if <code>normalMap</code> or <code>bumpMap</code> is specified.
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* Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
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* @property {string} lightMap - The URL of the light map texture image, or an entity ID. An entity ID may be that of an Image
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* or a Web entity. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code>
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* or Web entity. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code>
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* model only.
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* @property {Mat4|string} texCoordTransform0 - The transform to use for all of the maps apart from <code>occlusionMap</code>
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* and <code>lightMap</code>.
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